
#------------- Sound/Music
if(!$dedicated) { newSfx(); sfxSetFormat(22050, 16, 1); 
#sfxSetMaxBuffers 32
newObject(soundVol, SimVolume, "sound.vol"); 
#
# Sound Profiles
#
# optional modifiers
#     SFX_IS_STREAMING
#     SFX_IS_LOOPING
sfxAdd2Dprofile(IDPRF_2D, 0.0 ); 
sfxAdd2Dprofile(IDPRF_2D_LOOP, 0.0, SFX_IS_LOOPING ); sfxAdd3Dprofile(IDPRF_NEAR, 0.0, 1.0, 100.0 ); sfxAdd3Dprofile(IDPRF_MEDIUM, 0.0, 5.0, 500.0 ); sfxAdd3Dprofile(IDPRF_FAR, 0.0, 10.0, 1000.0 ); sfxAdd3Dprofile(IDPRF_MEDIUM_LOOP, 0.0, 5.0, 500.0, SFX_IS_LOOPING ); sfxAdd3Dprofile(IDPRF_NEAR_LOOP, 0.0, 1.0, 100.0, SFX_IS_LOOPING ); sfxAdd3Dprofile(IDPRF_FOOTS, 0.0, 0.0, 30.0 ); 
#
# 3D sounds
#
sfxAddPair (IDSFX_BXPLO1, IDPRF_FAR, "BXplo1.wav"); sfxAddPair (IDSFX_BXPLO2, IDPRF_FAR, "BXplo2.wav"); sfxAddPair (IDSFX_BXPLO3, IDPRF_FAR, "BXplo3.wav"); sfxAddPair (IDSFX_BXPLO4, IDPRF_FAR, "BXplo4.wav"); sfxAddPair (IDSFX_DISCLOOP, IDPRF_MEDIUM_LOOP,"Discloop.wav"); sfxAddPair (IDSFX_SHELL1, IDPRF_FAR, "Dropshl1.wav"); sfxAddPair (IDSFX_SHELL2, IDPRF_FAR, "Dropshl2.wav"); sfxAddPair (IDSFX_DRYFIRE, IDPRF_NEAR, "Dryfire1.wav"); sfxAddPair (IDSFX_EXPLO3, IDPRF_FAR, "EXPLO3.wav"); sfxAddPair (IDSFX_EXPLO4, IDPRF_FAR, "Explo4.wav"); sfxAddPair (IDSFX_FIRE, IDPRF_MEDIUM, "fire.wav"); sfxAddPair (IDSFX_FLAG1, IDPRF_NEAR, "Flag1.wav"); sfxAddPair (IDSFX_FLAG2, IDPRF_NEAR, "Flag2.wav"); sfxAddPair (IDSFX_GRENADE, IDPRF_MEDIUM, "Grenade.wav"); sfxAddPair (IDSFX_GRAZED, IDPRF_NEAR, "Injure1.wav"); sfxAddPair (IDSFX_INJURED, IDPRF_NEAR, "Injure2.wav"); sfxAddPair (IDSFX_NAILED, IDPRF_NEAR, "Injure3.wav"); sfxAddPair (IDSFX_LANDHURT, IDPRF_NEAR, "Landhurt.wav"); sfxAddPair (IDSFX_LAND_ON_GROUND, IDPRF_NEAR, "Land_On_Ground.wav"); sfxAddPair (IDSFX_AUTOGUNCOOL, IDPRF_NEAR, "Machgun2.wav"); sfxAddPair (IDSFX_AUTOGUN, IDPRF_MEDIUM_LOOP,"machinegun.wav"); sfxAddPair (IDSFX_PU_AMMO, IDPRF_NEAR, "Pku_ammo.wav"); sfxAddPair (IDSFX_PU_HEALTH, IDPRF_NEAR, "Pku_hlth.wav"); sfxAddPair (IDSFX_PU_WEAPON, IDPRF_NEAR, "Pku_weap.wav"); sfxAddPair (IDSFX_PU_PACK, IDPRF_NEAR, "Pku_pack.wav"); sfxAddPair (IDSFX_PLASMA1, IDPRF_MEDIUM, "Plasma1.wav"); sfxAddPair (IDSFX_PLASMA2, IDPRF_MEDIUM, "Plasma2.wav"); sfxAddPair (IDSFX_PLASMA3, IDPRF_MEDIUM_LOOP,"Plasma3.wav"); sfxAddPair (IDSFX_PLAYER_DEATH, IDPRF_MEDIUM, "player_death.wav"); sfxAddPair (IDSFX_PLAYER_HIT, IDPRF_NEAR, "player_hit.wav"); sfxAddPair (IDSFX_PLAYER_RES, IDPRF_MEDIUM, "reborn.wav"); sfxAddPair (IDSFX_RICOCHE1, IDPRF_NEAR, "Ricoche1.wav"); sfxAddPair (IDSFX_RICOCHE2, IDPRF_NEAR, "Ricoche2.wav"); sfxAddPair (IDSFX_RICOCHE3, IDPRF_NEAR, "Ricoche3.wav"); sfxAddPair (IDSFX_RIFLE1, IDPRF_MEDIUM, "rifle1.wav"); sfxAddPair (IDSFX_RIFLE2, IDPRF_MEDIUM, "rifle2.wav"); sfxAddPair (IDSFX_ROCKET, IDPRF_MEDIUM, "rocket2.wav"); sfxAddPair (IDSFX_ROCKETA, IDPRF_NEAR, "rocket.wav"); sfxAddPair (IDSFX_ROCKET3, IDPRF_NEAR, "rocket3.wav"); sfxAddPair (IDSFX_SNIPER, IDPRF_MEDIUM, "sniper.wav"); sfxAddPair (IDSFX_SNIPER2, IDPRF_NEAR_LOOP, "Sniper2.wav"); sfxAddPair (IDSFX_JET, IDPRF_MEDIUM_LOOP,"thrust.wav"); sfxAddPair (IDSFX_EMPTY, IDPRF_NEAR, "weapon_empty.wav"); sfxAddPair (IDSFX_ENERGYDONATE, IDPRF_FAR, "energy.wav"); sfxAddPair (IDSFX_SHIELDHIT, IDPRF_MEDIUM, "shieldhit.wav"); sfxAddPair (IDSFX_GENERATOR, IDPRF_NEAR_LOOP, "generator.wav"); sfxAddPair (IDSFX_TURRET_SHOOT, IDPRF_MEDIUM, "turret.wav"); sfxAddPair (IDSFX_ENERGYEXP, IDPRF_MEDIUM, "energyexp.wav"); sfxAddPair (IDSFX_ROCKEXP, IDPRF_MEDIUM, "rockexp.wav"); sfxAddPair (IDSFX_SHOCKEXP, IDPRF_MEDIUM, "shockexp.wav"); sfxAddPair (IDSFX_TURRETEXP, IDPRF_MEDIUM, "turretexp.wav"); sfxAddPair (IDSFX_FLIER_SHOOT, IDPRF_MEDIUM, "flierrocket.wav"); sfxAddPair (IDSFX_LFOOTLSOFT, IDPRF_FOOTS, "lfootlsoft.wav"); sfxAddPair (IDSFX_LFOOTRSOFT, IDPRF_FOOTS, "lfootrsoft.wav"); sfxAddPair (IDSFX_LFOOTLHARD, IDPRF_FOOTS, "lfootlsoft.wav"); sfxAddPair (IDSFX_LFOOTRHARD, IDPRF_FOOTS, "lfootrsoft.wav"); sfxAddPair (IDSFX_LFOOTLSNOW, IDPRF_FOOTS, "lfootlsoft.wav"); sfxAddPair (IDSFX_LFOOTRSNOW, IDPRF_FOOTS, "lfootrsoft.wav"); sfxAddPair (IDSFX_MFOOTLSOFT, IDPRF_FOOTS, "mfootlsoft.wav"); sfxAddPair (IDSFX_MFOOTRSOFT, IDPRF_FOOTS, "mfootrsoft.wav"); sfxAddPair (IDSFX_MFOOTLHARD, IDPRF_FOOTS, "mfootlsoft.wav"); sfxAddPair (IDSFX_MFOOTRHARD, IDPRF_FOOTS, "mfootrsoft.wav"); sfxAddPair (IDSFX_MFOOTLSNOW, IDPRF_FOOTS, "mfootlsoft.wav"); sfxAddPair (IDSFX_MFOOTRSNOW, IDPRF_FOOTS, "mfootrsoft.wav"); sfxAddPair (IDSFX_HFOOTLSOFT, IDPRF_FOOTS, "hfootlsoft.wav"); sfxAddPair (IDSFX_HFOOTRSOFT, IDPRF_FOOTS, "hfootrsoft.wav"); sfxAddPair (IDSFX_HFOOTLHARD, IDPRF_FOOTS, "hfootlsoft.wav"); sfxAddPair (IDSFX_HFOOTRHARD, IDPRF_FOOTS, "hfootrsoft.wav"); sfxAddPair (IDSFX_HFOOTLSNOW, IDPRF_FOOTS, "hfootlsoft.wav"); sfxAddPair (IDSFX_HFOOTRSNOW, IDPRF_FOOTS, "hfootrsoft.wav"); sfxAddPair (IDSFX_GRENADE_DEFAULT, IDPRF_NEAR, "thump1.wav"); sfxAddPair (IDSFX_GRENADE_STONE, IDPRF_NEAR, "grenadeMetal.wav"); sfxAddPair (IDSFX_GRENADE_METAL, IDPRF_NEAR, "grenadeStone.wav"); 
#
# Non-positioned sounds
#
sfxAddPair (IDSFX_SNOW ,IDPRF_2D_LOOP ,"Snow.wav"); sfxAddPair (IDSFX_RAIN ,IDPRF_2D_LOOP ,"rain.wav"); sfxAddPair (IDSFX_TELEPORT ,IDPRF_2D ,"teleport1.wav"); sfxAddPair (IDSFX_RIFLE_RELOAD ,IDPRF_2D ,"Rifle_Reload.wav"); sfxAddPair (IDSFX_WEAPON2 ,IDPRF_2D ,"Weapon2.wav"); sfxAddPair (IDSFX_WEAPON3 ,IDPRF_2D ,"Weapon3.wav"); sfxAddPair (IDSFX_WEAPON4 ,IDPRF_2D ,"Weapon4.wav"); sfxAddPair (IDSFX_WEAPON5 ,IDPRF_2D ,"Weapon5.wav"); sfxAddPair (IDSFX_DISCLOAD ,IDPRF_2D ,"Discload.wav"); sfxAddPair (IDSFX_FLAGCAPTURE ,IDPRF_2D ,"flagcapture.wav"); sfxAddPair (IDSFX_FLAGRETURN ,IDPRF_2D ,"flagreturn.wav"); 
#
# Doors and Elevators
#
sfxAddPair (IDSFX_DOOR1 ,IDPRF_NEAR ,"Door1.wav"); sfxAddPair (IDSFX_DOOR2 ,IDPRF_NEAR ,"Door2.wav"); sfxAddPair (IDSFX_DOOR3 ,IDPRF_NEAR ,"Door3.wav"); sfxAddPair (IDSFX_DOOR4 ,IDPRF_NEAR ,"Door4.wav"); sfxAddPair (IDSFX_DOOR5 ,IDPRF_NEAR ,"Door5.wav"); }
